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Difference between revisions of "VB6 Aurora:Basic Sequence of Play"
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Welchbloke (talk | contribs) (Created page with 'Check Conditional Orders: (if any conditions are met, immediately create the associated order at the top of the order list) Movement Phase (This section repeats a number of tim...') |
Erik luken (talk | contribs) m (Erik luken moved page Basic Sequence of Play to VB6 Aurora:Basic Sequence of Play) |
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− | + | This is [[Aurora]]s basic sequence of play for each [[Time, Turns and Interrupts|Time Interval]]: | |
− | + | * NPR movement orders | |
− | + | * Check Conditional Orders: If any conditions are met, immediately create the associated order at the top of the order list. | |
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− | + | ;Movement Phase: | |
− | + | {| style="width:100%; background-color: #f6f6f6;" | |
− | + | |This section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly. | |
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− | + | * Fleets Move: Including Orbiting Fleets, Normal Fleets and Escorting Fleets in that order. | |
− | : | + | * Fighter Groups Move\Reload (remaining rearm time is reduced) |
− | + | * Monsters Move (including all non-NPR [[Computer Opponents]]) | |
− | + | * Missile Salvos move: Including intercept, point blank point defence and damage allocation\planetary bombardment. | |
− | + | * Sensor Update (all sensors are checked for new contacts) | |
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− | Construction Cycle | + | ''End of Movement Sub-pulses'' |
− | + | |} | |
− | : | + | |
− | + | * Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked ) | |
− | : | + | * Check Secondary Special Orders ( If a fleet still has no move orders, its secondary special orders are checked ) |
− | + | * Damage Control takes place | |
− | + | ||
− | + | ;Fire Phase: | |
− | + | {| style="width:100%; background-color: #f6f6f6;" | |
− | + | | | |
− | + | * Weapons are recharged or reloaded | |
− | + | * Shields are recharged | |
− | + | * Point Defence in area mode is assigned targets. (After automatic area fire there is automatic AMM launches) | |
− | + | * All ships fire (or launch missiles), including NPRs/Spoilers, before all energy weapon damage is assessed. | |
− | + | * Planets launch missiles | |
− | + | * Fighters launch missiles | |
− | + | * Combat results from energy weapons are applied | |
− | + | ||
− | + | ''End of Fire Phase'' | |
− | + | |} | |
− | + | ||
− | + | * Boarding combat | |
− | + | ||
− | + | ;Construction Cycle | |
− | + | {| style="width:100%; background-color: #f6f6f6;" | |
− | + | |This only takes place within a [[5-day increment]] i.e. if a sufficient number of seconds has passed since the last Construction Cycle aka | |
− | + | ||
− | + | * Population Growth | |
− | + | * Check Available Workers: The distribution of workers within all populations is checked and any shortages affect efficiency. | |
− | + | * Orbital Movement | |
− | + | * Check Life Pods: any lifepods that have exhausted their endurance are removed. | |
− | + | * Comet Motion | |
− | + | * Provide Foreign Aid | |
− | + | * Update Wealth | |
− | + | * Update Trade | |
− | + | * Maintenance Check | |
+ | * Update Sol System Disaster, | ||
+ | * Resource Extraction | ||
+ | * NPR Population Planning | ||
+ | * Shipyard Activity (improving shipyards) | ||
+ | * Shipbuilding | ||
+ | * Ground Unit Training | ||
+ | * Genetic Modification | ||
+ | * Production (construction, fighter, ordnance factories) | ||
+ | * Research Projects | ||
+ | * Missile Geo Survey | ||
+ | * New Ships for Shipping Lines Checked | ||
+ | * Check for New Shipping Lines | ||
+ | * Check for New Civilian Mining Colonies | ||
+ | * Check for expansion of CMC | ||
+ | * Crew Training | ||
+ | * Unrest Update | ||
+ | * Update to Political Status of Occupied Colonies | ||
+ | * Mass Drivers | ||
+ | * Recovery from Ruins | ||
+ | * Update Teams | ||
+ | * Reduce Radiation | ||
+ | * Readiness Recovery | ||
+ | * Combat Load Fatigue | ||
+ | * Check Crew Morale | ||
+ | * Ground Combat | ||
+ | * Update List of Systems that need sensor checks | ||
+ | * Diplomacy | ||
+ | * Check Commander Health | ||
+ | * Check Commander Assignments | ||
+ | * Check Fuel | ||
+ | * Reduce Danger Ratings | ||
+ | * NPR Colony Creation | ||
+ | * Update Industrial Reactivation | ||
+ | * Wormhole Moves | ||
− | + | ''End of Construction Cycle'' | |
+ | |} | ||
− | Update Economics, Events and System Map if loaded. | + | * Update Time |
+ | * Update Economics, Events and System Map if loaded. | ||
+ | |||
+ | [[Category:Content]] |
Latest revision as of 23:08, 9 December 2021
This is Auroras basic sequence of play for each Time Interval:
- NPR movement orders
- Check Conditional Orders: If any conditions are met, immediately create the associated order at the top of the order list.
- Movement Phase
This section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly.
End of Movement Sub-pulses |
- Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked )
- Check Secondary Special Orders ( If a fleet still has no move orders, its secondary special orders are checked )
- Damage Control takes place
- Fire Phase
End of Fire Phase |
- Boarding combat
- Construction Cycle
This only takes place within a 5-day increment i.e. if a sufficient number of seconds has passed since the last Construction Cycle aka
End of Construction Cycle |
- Update Time
- Update Economics, Events and System Map if loaded.